diff options
| -rw-r--r-- | examples/corridor.c | 129 |
1 files changed, 20 insertions, 109 deletions
diff --git a/examples/corridor.c b/examples/corridor.c index 7c34591..bf829a7 100644 --- a/examples/corridor.c +++ b/examples/corridor.c @@ -1,8 +1,8 @@ /* * corridor: a small first person level, walls from a tilemap, sprites that face you, and collision on the same map * - * build: ./build.sh -d -m tile,font obj/corridor - * ./build.sh -d -m tile,font,assets,image obj/corridor (also loads sprites/marker.png from the assets if there is one) + * build: ./build.sh -d -m 3d,font obj/corridor + * ./build.sh -d -m 3d,font,assets,image obj/corridor (also loads sprites/marker.png from the assets if there is one) * run: obj/corridor * * click to grab the mouse and look around with it, tab lets go. with the debug module the variable sens sets the mouse speed. w and s walk, a and d strafe, the arrows turn too @@ -14,15 +14,15 @@ #include <math.h> #include "konprogram.h" -#include "kontile.h" +#include "kon3d.h" -#if !defined(KON_MODULE_TILE) || !defined(KON_MODULE_FONT) -#error "build with: ./build.sh -d -m tile,font obj/corridor" +#if !defined(KON_MODULE_3D) || !defined(KON_MODULE_FONT) +#error "build with: ./build.sh -d -m 3d,font obj/corridor" #endif #define COLUMNS 16 #define ROWS 16 -#define TILE 32 /* map pixels in one world unit, the collision works in those */ +#define TILE 32 #define WALL_HEIGHT 1.2f #define MARKERS 5 @@ -55,10 +55,7 @@ typedef struct state { kon_image *brick, *floor, *marker; int ownsMarker; - kon_box2_t player; /* map pixels */ - float yaw, pitch; - float sensitivity; /* radians per pixel */ - int forward, strafe, turn; + kon_fp_t fp; double time; kon_vec2_t markers[MARKERS]; /* world units */ } state_t; @@ -107,75 +104,27 @@ static kon_image *makeMarker(void) /*** drawing ***/ -static void quad(kon_framebuffer_t *fb, kon_mat4_t vp, const kon_material_t *material, const kon_light_t *light, - kon_vec3_t a, kon_vec3_t b, kon_vec3_t c, kon_vec3_t d, kon_vec3_t normal, kon_vec2_t uvA, kon_vec2_t uvC) -{ - kon_vertex_t va = { a, normal, uvA }, vb = { b, normal, KON_VEC2(uvC.x, uvA.y) }; - kon_vertex_t vc = { c, normal, uvC }, vd = { d, normal, KON_VEC2(uvA.x, uvC.y) }; - - kon_drawTriangle3D(fb, vp, va, vb, vc, material, light, KON_RENDER_DEFAULT); - kon_drawTriangle3D(fb, vp, va, vc, vd, material, light, KON_RENDER_DEFAULT); -} - -/* a wall face seen from its open side: bottom left and bottom right are as the viewer sees them */ -static void wall(kon_framebuffer_t *fb, kon_mat4_t vp, const kon_material_t *material, const kon_light_t *light, - kon_vec3_t left, kon_vec3_t right, kon_vec3_t normal) -{ - kon_vec3_t topRight = KON_VEC3(right.x, WALL_HEIGHT, right.z), topLeft = KON_VEC3(left.x, WALL_HEIGHT, left.z); - - quad(fb, vp, material, light, left, right, topRight, topLeft, normal, KON_VEC2(0, WALL_HEIGHT), KON_VEC2(1, 0)); -} - -static int open(const state_t *state, int column, int row) -{ - return !state->solid[kon_tilemapAt(&state->map, column, row)]; -} - static void draw(kon_program_t *program, kon_framebuffer_t *game, void *user) { state_t *state = user; - kon_camera_t camera = kon_cameraDefault(); kon_light_t light = kon_lightDefault(); kon_material_t brick = kon_materialTexture(state->brick), floor = kon_materialTexture(state->floor); - kon_vec3_t eye = KON_VEC3((state->player.x + state->player.w * 0.5f) / TILE, 0.6f, (state->player.y + state->player.h * 0.5f) / TILE); - kon_mat4_t vp; - int row, column, i; - float size = (float)COLUMNS; - - camera.position = eye; - camera.target = KON_VEC3(eye.x + sinf(state->yaw) * cosf(state->pitch), eye.y + sinf(state->pitch), eye.z - cosf(state->yaw) * cosf(state->pitch)); - camera.nearZ = 0.05f; - camera.farZ = 40.0f; - vp = kon_cameraViewProjection(&camera, game->width, game->height); + kon_level3d_t level = { &state->map, state->solid, 2, WALL_HEIGHT, &brick, &floor, &floor }; + kon_camera_t camera = kon_fpCamera(&state->fp, &state->map); + kon_mat4_t vp = kon_cameraViewProjection(&camera, game->width, game->height); + int i; kon_clearFramebuffer(game, COL_SKY); light.direction = KON_VEC3(-0.3f, -1.0f, -0.5f); light.ambient = 0.55f; - - for (row = 0; row < ROWS; row++) { - for (column = 0; column < COLUMNS; column++) { - float x = (float)column, z = (float)row; - - if (open(state, column, row)) continue; - if (open(state, column, row - 1)) wall(game, vp, &brick, &light, KON_VEC3(x + 1, 0, z), KON_VEC3(x, 0, z), KON_VEC3(0, 0, -1)); - if (open(state, column, row + 1)) wall(game, vp, &brick, &light, KON_VEC3(x, 0, z + 1), KON_VEC3(x + 1, 0, z + 1), KON_VEC3(0, 0, 1)); - if (open(state, column - 1, row)) wall(game, vp, &brick, &light, KON_VEC3(x, 0, z), KON_VEC3(x, 0, z + 1), KON_VEC3(-1, 0, 0)); - if (open(state, column + 1, row)) wall(game, vp, &brick, &light, KON_VEC3(x + 1, 0, z + 1), KON_VEC3(x + 1, 0, z), KON_VEC3(1, 0, 0)); - } - } - - /* the big flat quads go after the walls, what a wall already covers gets thrown out by the depth test early */ - quad(game, vp, &floor, &light, KON_VEC3(0, 0, 0), KON_VEC3(0, 0, size), KON_VEC3(size, 0, size), KON_VEC3(size, 0, 0), - KON_VEC3(0, 1, 0), KON_VEC2(0, 0), KON_VEC2(size, size)); - quad(game, vp, &floor, &light, KON_VEC3(0, WALL_HEIGHT, 0), KON_VEC3(size, WALL_HEIGHT, 0), KON_VEC3(size, WALL_HEIGHT, size), KON_VEC3(0, WALL_HEIGHT, size), - KON_VEC3(0, -1, 0), KON_VEC2(0, 0), KON_VEC2(size, size)); + kon_drawLevel(game, &camera, &level, &light); for (i = 0; i < MARKERS; i++) { - float dx = state->markers[i].x - eye.x, dz = state->markers[i].y - eye.z; + float dx = state->markers[i].x - camera.position.x, dz = state->markers[i].y - camera.position.z; float bob = 0.08f * sinf((float)state->time * 2.0f + (float)i); - float brightness = 1.0f / (1.0f + sqrtf(dx * dx + dz * dz) * 0.18f); - kon_drawBillboard(game, vp, KON_VEC3(state->markers[i].x, 0.1f + bob, state->markers[i].y), 0.6f, 0.75f, state->marker, KON_RECT(0, 0, 0, 0), brightness, KON_RENDER_DEPTH); + kon_drawBillboard(game, vp, KON_VEC3(state->markers[i].x, 0.1f + bob, state->markers[i].y), 0.6f, 0.75f, state->marker, KON_RECT(0, 0, 0, 0), + kon_distanceFade(sqrtf(dx * dx + dz * dz), 0.18f), KON_RENDER_DEPTH); } if (program->font) kon_drawText(game, program->font, 8, 16, "click to look with the mouse, tab lets go", COL_DIM); @@ -186,52 +135,16 @@ static void draw(kon_program_t *program, kon_framebuffer_t *game, void *user) static int event(kon_program_t *program, const kon_event_t *ev, void *user) { state_t *state = user; - int down; - - if (ev->type == KON_EVENT_MOUSE_MOVE && kon_isMouseCaptured(program->window)) { - state->yaw += (float)ev->mouseDX * state->sensitivity; - state->pitch -= (float)ev->mouseDY * state->sensitivity; - if (state->pitch > 1.2f) state->pitch = 1.2f; - if (state->pitch < -1.2f) state->pitch = -1.2f; - return 1; - } - if (ev->type == KON_EVENT_MOUSE_DOWN && !kon_isMouseCaptured(program->window)) { - kon_setMouseCapture(program->window, true); - return 1; - } - if (ev->type == KON_EVENT_KEY_DOWN && ev->key == KON_KEY_TAB) { - kon_setMouseCapture(program->window, !kon_isMouseCaptured(program->window)); - return 1; - } - if (ev->type != KON_EVENT_KEY_DOWN && ev->type != KON_EVENT_KEY_UP) return 0; - down = ev->type == KON_EVENT_KEY_DOWN; - - switch (ev->key) { - case KON_KEY_W: case KON_KEY_UP: state->forward = down ? 1 : (state->forward > 0 ? 0 : state->forward); break; - case KON_KEY_S: case KON_KEY_DOWN: state->forward = down ? -1 : (state->forward < 0 ? 0 : state->forward); break; - case KON_KEY_D: state->strafe = down ? 1 : (state->strafe > 0 ? 0 : state->strafe); break; - case KON_KEY_A: state->strafe = down ? -1 : (state->strafe < 0 ? 0 : state->strafe); break; - case KON_KEY_RIGHT: state->turn = down ? 1 : (state->turn > 0 ? 0 : state->turn); break; - case KON_KEY_LEFT: state->turn = down ? -1 : (state->turn < 0 ? 0 : state->turn); break; - default: return 0; - } - return 1; + + return kon_fpEvent(&state->fp, program, ev); } static void update(kon_program_t *program, double dt, void *user) { state_t *state = user; - float speed = 2.5f * (float)dt * TILE; - float fx = sinf(state->yaw), fz = -cosf(state->yaw); - float dx = (fx * (float)state->forward - fz * (float)state->strafe) * speed; - float dz = (fz * (float)state->forward + fx * (float)state->strafe) * speed; - - /* the console needs the cursor back */ - if (kon_debugConsoleOpen(program->debug) && kon_isMouseCaptured(program->window)) kon_setMouseCapture(program->window, false); state->time += dt; - state->yaw += (float)state->turn * 2.0f * (float)dt; - kon_tilemapMove(&state->map, &state->player, dx, dz, state->solid, 2); + kon_fpUpdate(&state->fp, program, &state->map, state->solid, 2, dt); } static int init(kon_program_t *program, void *user) @@ -240,9 +153,6 @@ static int init(kon_program_t *program, void *user) static const kon_vec2_t spots[MARKERS] = { { 3.5f, 6.5f }, { 12.5f, 3.5f }, { 8.0f, 13.0f }, { 5.5f, 11.5f }, { 11.5f, 7.5f } }; int row, column, i; - (void)program; - state->sensitivity = 0.0015f; - kon_debugVar(program->debug, "sens", KON_VAR_FLOAT, &state->sensitivity); state->map.columns = COLUMNS; state->map.rows = ROWS; state->map.tileWidth = TILE; @@ -264,7 +174,8 @@ static int init(kon_program_t *program, void *user) } if (!state->brick || !state->floor || !state->marker) return 0; - state->player = KON_BOX2(1.5f * TILE, 13.5f * TILE, 12, 12); + kon_fpInit(&state->fp, &state->map, 1, 13); + kon_fpDebug(&state->fp, program->debug); for (i = 0; i < MARKERS; i++) state->markers[i] = spots[i]; return 1; } |
